The Other Law: Designing Crime in Fantasy

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The Other Law: Designing Crime in Fantasy
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Fantasy Economics: Beyond Gold Pieces
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Most fantasy underworlds are just an empty warehouse and a "Bandit" stat block. There is a hooded person with a quest, an organization that exists for you to oppose it, and the criminal elements that people cannot picture. The key difference in a world your players will just solve as a quest and one that will tempt them, is in the crime being the direct result of the things a society will tax, prohibit, or refuse to provide

The Other Law: Designing Crime in Fantasy addresses both halves: how does the criminal world form itself, and how do you get people into it – create an organization in 10 minutes, create a criminal your players will never forget, and run a heist as a scene rather than solving it as a puzzle – knowing exactly where to draw the line on sympathy.

What you'll be able to do

  • Build an underworld that had to exist — begin by identifying a law, identify the seam left open by that law, and allow the organizations to develop around the seam. The book includes a d10 table of prohibitions, along with the criminal economy that develops around each prohibition.
  • Write a criminal nobody at the table forgets — the ladder of motives, the one rule they will never break, their own self-justification to help them sleep, and the contradiction that defines them as real. A four-column generator produces one in four rolls
  • Run a heist as a scene, not a puzzle — why the plan exists to be broken, how to turn a failed roll into a complication instead of a dead end, and a heat clock that makes one night's theft cost a whole season
  • Make a crime boss genuinely frightening — calm, knowledge, restraint, and a personal door: four levers that mean he never has to raise his voice or lift a hand
  • Pick the right shape for the job — hierarchy, cells, guild, family, cult: what each is strong at, what breaks it, when to reach for it, and how your players can crack it open
  • Answer players with reach instead of thugs — a d10 of responses the underworld actually makes when you cost it money, most of which are far worse than violence
  • Put crime on the page — the permission narrative every criminal runs on, the art of withholding in a written heist, and the levers that decide whether a reader roots for the thief
  • Run it tonight — seven end-of-chapter toolkits, 25 reference tables, d20 jobs and d20 rumors, plus a complete worked city built from one law to three ready sessions

For game masters, novelists, and game designers. System-neutral throughout — and every chapter ends with three separate sections, one addressed to each of the three.

Please note: this is a digital book. You will receive a download link to the PDF instantly.

New in the Second Edition

More than twice the book. Two brand-new chapters — The Criminal as a Character and The Job — the old organizations chapter split into three readable ones, three new appendices including a complete worked city, seven end-of-chapter toolkits, and ten full-page plates drawn from four centuries of master printmaking.

Product details
144
pages
9
chapters
4
ready-to-use organizations
25
reference tables

PDF · instant download · US Letter · searchable, clickable contents
Written by Onix Shu · Cover by Minerva Keermisar
Interior plates by Hogarth · Goya · Dürer · Piranesi · Daumier
Written and argued over the old way — by people.